// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D // some headers required for a plugin. Nothing special, just the basics. #include "Core.h" #include #include #include #include #include #include #include #include #include "modules/Units.h" #include "modules/World.h" // DF data structure definition headers #include "DataDefs.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "modules/MapCache.h" #include "modules/Items.h" using std::string; using std::endl; using namespace DFHack; using namespace df::enums; using df::global::ui; using df::global::world; #define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0])) /* * Autolabor module for dfhack * * The idea behind this module is to constantly adjust labors so that the right dwarves * are assigned to new tasks. The key is that, for almost all labors, once a dwarf begins * a job it will finish that job even if the associated labor is removed. Thus the * strategy is to frequently decide, for each labor, which dwarves should possibly take * a new job for that labor if it comes in and which shouldn't, and then set the labors * appropriately. The updating should happen as often as can be reasonably done without * causing lag. * * The obvious thing to do is to just set each labor on a single idle dwarf who is best * suited to doing new jobs of that labor. This works in a way, but it leads to a lot * of idle dwarves since only one dwarf will be dispatched for each labor in an update * cycle, and dwarves that finish tasks will wait for the next update before being * dispatched. An improvement is to also set some labors on dwarves that are currently * doing a job, so that they will immediately take a new job when they finish. The * details of which dwarves should have labors set is mostly a heuristic. * * A complication to the above simple scheme is labors that have associated equipment. * Enabling/disabling these labors causes dwarves to change equipment, and disabling * them in the middle of a job may cause the job to be abandoned. Those labors * (mining, hunting, and woodcutting) need to be handled carefully to minimize churn. */ static int enable_autolabor = 0; static bool print_debug = 0; static std::vector state_count(5); static PersistentDataItem config; enum ConfigFlags { CF_ENABLED = 1, }; // Here go all the command declarations... // mostly to allow having the mandatory stuff on top of the file and commands on the bottom command_result autolabor (color_ostream &out, std::vector & parameters); // A plugin must be able to return its name and version. // The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case DFHACK_PLUGIN("autolabor"); static void generate_labor_to_skill_map(); enum labor_mode { DISABLE, HAULERS, AUTOMATIC, }; enum dwarf_state { // Ready for a new task IDLE, // Busy with a useful task BUSY, // In the military, can't work MILITARY, // Child or noble, can't work CHILD, // Doing something that precludes working, may be busy for a while OTHER }; const int NUM_STATE = 5; static const char *state_names[] = { "IDLE", "BUSY", "MILITARY", "CHILD", "OTHER", }; static const dwarf_state dwarf_states[] = { BUSY /* CarveFortification */, BUSY /* DetailWall */, BUSY /* DetailFloor */, BUSY /* Dig */, BUSY /* CarveUpwardStaircase */, BUSY /* CarveDownwardStaircase */, BUSY /* CarveUpDownStaircase */, BUSY /* CarveRamp */, BUSY /* DigChannel */, BUSY /* FellTree */, BUSY /* GatherPlants */, BUSY /* RemoveConstruction */, BUSY /* CollectWebs */, BUSY /* BringItemToDepot */, BUSY /* BringItemToShop */, OTHER /* Eat */, OTHER /* GetProvisions */, OTHER /* Drink */, OTHER /* Drink2 */, OTHER /* FillWaterskin */, OTHER /* FillWaterskin2 */, OTHER /* Sleep */, BUSY /* CollectSand */, BUSY /* Fish */, BUSY /* Hunt */, OTHER /* HuntVermin */, BUSY /* Kidnap */, BUSY /* BeatCriminal */, BUSY /* StartingFistFight */, BUSY /* CollectTaxes */, BUSY /* GuardTaxCollector */, BUSY /* CatchLiveLandAnimal */, BUSY /* CatchLiveFish */, BUSY /* ReturnKill */, BUSY /* CheckChest */, BUSY /* StoreOwnedItem */, BUSY /* PlaceItemInTomb */, BUSY /* StoreItemInStockpile */, BUSY /* StoreItemInBag */, BUSY /* StoreItemInHospital */, BUSY /* StoreItemInChest */, BUSY /* StoreItemInCabinet */, BUSY /* StoreWeapon */, BUSY /* StoreArmor */, BUSY /* StoreItemInBarrel */, BUSY /* StoreItemInBin */, BUSY /* SeekArtifact */, BUSY /* SeekInfant */, OTHER /* AttendParty */, OTHER /* GoShopping */, OTHER /* GoShopping2 */, BUSY /* Clean */, OTHER /* Rest */, BUSY /* PickupEquipment */, BUSY /* DumpItem */, OTHER /* StrangeMoodCrafter */, OTHER /* StrangeMoodJeweller */, OTHER /* StrangeMoodForge */, OTHER /* StrangeMoodMagmaForge */, OTHER /* StrangeMoodBrooding */, OTHER /* StrangeMoodFell */, OTHER /* StrangeMoodCarpenter */, OTHER /* StrangeMoodMason */, OTHER /* StrangeMoodBowyer */, OTHER /* StrangeMoodTanner */, OTHER /* StrangeMoodWeaver */, OTHER /* StrangeMoodGlassmaker */, OTHER /* StrangeMoodMechanics */, BUSY /* ConstructBuilding */, BUSY /* ConstructDoor */, BUSY /* ConstructFloodgate */, BUSY /* ConstructBed */, BUSY /* ConstructThrone */, BUSY /* ConstructCoffin */, BUSY /* ConstructTable */, BUSY /* ConstructChest */, BUSY /* ConstructBin */, BUSY /* ConstructArmorStand */, BUSY /* ConstructWeaponRack */, BUSY /* ConstructCabinet */, BUSY /* ConstructStatue */, BUSY /* ConstructBlocks */, BUSY /* MakeRawGlass */, BUSY /* MakeCrafts */, BUSY /* MintCoins */, BUSY /* CutGems */, BUSY /* CutGlass */, BUSY /* EncrustWithGems */, BUSY /* EncrustWithGlass */, BUSY /* DestroyBuilding */, BUSY /* SmeltOre */, BUSY /* MeltMetalObject */, BUSY /* ExtractMetalStrands */, BUSY /* PlantSeeds */, BUSY /* HarvestPlants */, BUSY /* TrainHuntingAnimal */, BUSY /* TrainWarAnimal */, BUSY /* MakeWeapon */, BUSY /* ForgeAnvil */, BUSY /* ConstructCatapultParts */, BUSY /* ConstructBallistaParts */, BUSY /* MakeArmor */, BUSY /* MakeHelm */, BUSY /* MakePants */, BUSY /* StudWith */, BUSY /* ButcherAnimal */, BUSY /* PrepareRawFish */, BUSY /* MillPlants */, BUSY /* BaitTrap */, BUSY /* MilkCreature */, BUSY /* MakeCheese */, BUSY /* ProcessPlants */, BUSY /* ProcessPlantsBag */, BUSY /* ProcessPlantsVial */, BUSY /* ProcessPlantsBarrel */, BUSY /* PrepareMeal */, BUSY /* WeaveCloth */, BUSY /* MakeGloves */, BUSY /* MakeShoes */, BUSY /* MakeShield */, BUSY /* MakeCage */, BUSY /* MakeChain */, BUSY /* MakeFlask */, BUSY /* MakeGoblet */, BUSY /* MakeInstrument */, BUSY /* MakeToy */, BUSY /* MakeAnimalTrap */, BUSY /* MakeBarrel */, BUSY /* MakeBucket */, BUSY /* MakeWindow */, BUSY /* MakeTotem */, BUSY /* MakeAmmo */, BUSY /* DecorateWith */, BUSY /* MakeBackpack */, BUSY /* MakeQuiver */, BUSY /* MakeBallistaArrowHead */, BUSY /* AssembleSiegeAmmo */, BUSY /* LoadCatapult */, BUSY /* LoadBallista */, BUSY /* FireCatapult */, BUSY /* FireBallista */, BUSY /* ConstructMechanisms */, BUSY /* MakeTrapComponent */, BUSY /* LoadCageTrap */, BUSY /* LoadStoneTrap */, BUSY /* LoadWeaponTrap */, BUSY /* CleanTrap */, BUSY /* CastSpell */, BUSY /* LinkBuildingToTrigger */, BUSY /* PullLever */, BUSY /* BrewDrink */, BUSY /* ExtractFromPlants */, BUSY /* ExtractFromRawFish */, BUSY /* ExtractFromLandAnimal */, BUSY /* TameVermin */, BUSY /* TameAnimal */, BUSY /* ChainAnimal */, BUSY /* UnchainAnimal */, BUSY /* UnchainPet */, BUSY /* ReleaseLargeCreature */, BUSY /* ReleasePet */, BUSY /* ReleaseSmallCreature */, BUSY /* HandleSmallCreature */, BUSY /* HandleLargeCreature */, BUSY /* CageLargeCreature */, BUSY /* CageSmallCreature */, BUSY /* RecoverWounded */, BUSY /* DiagnosePatient */, BUSY /* ImmobilizeBreak */, BUSY /* DressWound */, BUSY /* CleanPatient */, BUSY /* Surgery */, BUSY /* Suture */, BUSY /* SetBone */, BUSY /* PlaceInTraction */, BUSY /* DrainAquarium */, BUSY /* FillAquarium */, BUSY /* FillPond */, BUSY /* GiveWater */, BUSY /* GiveFood */, BUSY /* GiveWater2 */, BUSY /* GiveFood2 */, BUSY /* RecoverPet */, BUSY /* PitLargeAnimal */, BUSY /* PitSmallAnimal */, BUSY /* SlaughterAnimal */, BUSY /* MakeCharcoal */, BUSY /* MakeAsh */, BUSY /* MakeLye */, BUSY /* MakePotashFromLye */, BUSY /* FertilizeField */, BUSY /* MakePotashFromAsh */, BUSY /* DyeThread */, BUSY /* DyeCloth */, BUSY /* SewImage */, BUSY /* MakePipeSection */, BUSY /* OperatePump */, OTHER /* ManageWorkOrders */, OTHER /* UpdateStockpileRecords */, OTHER /* TradeAtDepot */, BUSY /* ConstructHatchCover */, BUSY /* ConstructGrate */, BUSY /* RemoveStairs */, BUSY /* ConstructQuern */, BUSY /* ConstructMillstone */, BUSY /* ConstructSplint */, BUSY /* ConstructCrutch */, BUSY /* ConstructTractionBench */, BUSY /* CleanSelf */, BUSY /* BringCrutch */, BUSY /* ApplyCast */, BUSY /* CustomReaction */, BUSY /* ConstructSlab */, BUSY /* EngraveSlab */, BUSY /* ShearCreature */, BUSY /* SpinThread */, BUSY /* PenLargeAnimal */, BUSY /* PenSmallAnimal */, BUSY /* MakeTool */, BUSY /* CollectClay */, BUSY /* InstallColonyInHive */, BUSY /* CollectHiveProducts */, OTHER /* CauseTrouble */, OTHER /* DrinkBlood */, OTHER /* ReportCrime */, OTHER /* ExecuteCriminal */, BUSY /* TrainAnimal */, BUSY /* CarveTrack */, BUSY /* PushTrackVehicle */, BUSY /* PlaceTrackVehicle */, BUSY /* StoreItemInVehicle */ }; struct labor_info { PersistentDataItem config; bool is_exclusive; int active_dwarfs; labor_mode mode() { return (labor_mode) config.ival(0); } void set_mode(labor_mode mode) { config.ival(0) = mode; } int minimum_dwarfs() { return config.ival(1); } void set_minimum_dwarfs(int minimum_dwarfs) { config.ival(1) = minimum_dwarfs; } int maximum_dwarfs() { return config.ival(2); } void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; } }; struct labor_default { labor_mode mode; bool is_exclusive; int minimum_dwarfs; int maximum_dwarfs; int active_dwarfs; }; static int hauler_pct = 33; static std::vector labor_infos; static const struct labor_default default_labor_infos[] = { /* MINE */ {AUTOMATIC, true, 2, 200, 0}, /* HAUL_STONE */ {HAULERS, false, 1, 200, 0}, /* HAUL_WOOD */ {HAULERS, false, 1, 200, 0}, /* HAUL_BODY */ {HAULERS, false, 1, 200, 0}, /* HAUL_FOOD */ {HAULERS, false, 1, 200, 0}, /* HAUL_REFUSE */ {HAULERS, false, 1, 200, 0}, /* HAUL_ITEM */ {HAULERS, false, 1, 200, 0}, /* HAUL_FURNITURE */ {HAULERS, false, 1, 200, 0}, /* HAUL_ANIMAL */ {HAULERS, false, 1, 200, 0}, /* CLEAN */ {HAULERS, false, 1, 200, 0}, /* CUTWOOD */ {AUTOMATIC, true, 1, 200, 0}, /* CARPENTER */ {AUTOMATIC, false, 1, 200, 0}, /* DETAIL */ {AUTOMATIC, false, 1, 200, 0}, /* MASON */ {AUTOMATIC, false, 1, 200, 0}, /* ARCHITECT */ {AUTOMATIC, false, 1, 200, 0}, /* ANIMALTRAIN */ {AUTOMATIC, false, 1, 200, 0}, /* ANIMALCARE */ {AUTOMATIC, false, 1, 200, 0}, /* DIAGNOSE */ {AUTOMATIC, false, 1, 200, 0}, /* SURGERY */ {AUTOMATIC, false, 1, 200, 0}, /* BONE_SETTING */ {AUTOMATIC, false, 1, 200, 0}, /* SUTURING */ {AUTOMATIC, false, 1, 200, 0}, /* DRESSING_WOUNDS */ {AUTOMATIC, false, 1, 200, 0}, /* FEED_WATER_CIVILIANS */ {AUTOMATIC, false, 200, 200, 0}, /* RECOVER_WOUNDED */ {HAULERS, false, 1, 200, 0}, /* BUTCHER */ {AUTOMATIC, false, 1, 200, 0}, /* TRAPPER */ {AUTOMATIC, false, 1, 200, 0}, /* DISSECT_VERMIN */ {AUTOMATIC, false, 1, 200, 0}, /* LEATHER */ {AUTOMATIC, false, 1, 200, 0}, /* TANNER */ {AUTOMATIC, false, 1, 200, 0}, /* BREWER */ {AUTOMATIC, false, 1, 200, 0}, /* ALCHEMIST */ {AUTOMATIC, false, 1, 200, 0}, /* SOAP_MAKER */ {AUTOMATIC, false, 1, 200, 0}, /* WEAVER */ {AUTOMATIC, false, 1, 200, 0}, /* CLOTHESMAKER */ {AUTOMATIC, false, 1, 200, 0}, /* MILLER */ {AUTOMATIC, false, 1, 200, 0}, /* PROCESS_PLANT */ {AUTOMATIC, false, 1, 200, 0}, /* MAKE_CHEESE */ {AUTOMATIC, false, 1, 200, 0}, /* MILK */ {AUTOMATIC, false, 1, 200, 0}, /* COOK */ {AUTOMATIC, false, 1, 200, 0}, /* PLANT */ {AUTOMATIC, false, 1, 200, 0}, /* HERBALIST */ {AUTOMATIC, false, 1, 200, 0}, /* FISH */ {AUTOMATIC, false, 1, 1, 0}, /* CLEAN_FISH */ {AUTOMATIC, false, 1, 200, 0}, /* DISSECT_FISH */ {AUTOMATIC, false, 1, 200, 0}, /* HUNT */ {AUTOMATIC, true, 1, 1, 0}, /* SMELT */ {AUTOMATIC, false, 1, 200, 0}, /* FORGE_WEAPON */ {AUTOMATIC, false, 1, 200, 0}, /* FORGE_ARMOR */ {AUTOMATIC, false, 1, 200, 0}, /* FORGE_FURNITURE */ {AUTOMATIC, false, 1, 200, 0}, /* METAL_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* CUT_GEM */ {AUTOMATIC, false, 1, 200, 0}, /* ENCRUST_GEM */ {AUTOMATIC, false, 1, 200, 0}, /* WOOD_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* STONE_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* BONE_CARVE */ {AUTOMATIC, false, 1, 200, 0}, /* GLASSMAKER */ {AUTOMATIC, false, 1, 200, 0}, /* EXTRACT_STRAND */ {AUTOMATIC, false, 1, 200, 0}, /* SIEGECRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* SIEGEOPERATE */ {AUTOMATIC, false, 1, 200, 0}, /* BOWYER */ {AUTOMATIC, false, 1, 200, 0}, /* MECHANIC */ {AUTOMATIC, false, 1, 200, 0}, /* POTASH_MAKING */ {AUTOMATIC, false, 1, 200, 0}, /* LYE_MAKING */ {AUTOMATIC, false, 1, 200, 0}, /* DYER */ {AUTOMATIC, false, 1, 200, 0}, /* BURN_WOOD */ {AUTOMATIC, false, 1, 200, 0}, /* OPERATE_PUMP */ {AUTOMATIC, false, 1, 200, 0}, /* SHEARER */ {AUTOMATIC, false, 1, 200, 0}, /* SPINNER */ {AUTOMATIC, false, 1, 200, 0}, /* POTTERY */ {AUTOMATIC, false, 1, 200, 0}, /* GLAZING */ {AUTOMATIC, false, 1, 200, 0}, /* PRESSING */ {AUTOMATIC, false, 1, 200, 0}, /* BEEKEEPING */ {AUTOMATIC, false, 1, 1, 0}, // reduce risk of stuck beekeepers (see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981) /* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0}, /* PUSH_HAUL_VEHICLES */ {HAULERS, false, 1, 200, 0} }; static const int responsibility_penalties[] = { 0, /* LAW_MAKING */ 0, /* LAW_ENFORCEMENT */ 3000, /* RECEIVE_DIPLOMATS */ 0, /* MEET_WORKERS */ 1000, /* MANAGE_PRODUCTION */ 3000, /* TRADE */ 1000, /* ACCOUNTING */ 0, /* ESTABLISH_COLONY_TRADE_AGREEMENTS */ 0, /* MAKE_INTRODUCTIONS */ 0, /* MAKE_PEACE_AGREEMENTS */ 0, /* MAKE_TOPIC_AGREEMENTS */ 0, /* COLLECT_TAXES */ 0, /* ESCORT_TAX_COLLECTOR */ 0, /* EXECUTIONS */ 0, /* TAME_EXOTICS */ 0, /* RELIGION */ 0, /* ATTACK_ENEMIES */ 0, /* PATROL_TERRITORY */ 0, /* MILITARY_GOALS */ 0, /* MILITARY_STRATEGY */ 0, /* UPGRADE_SQUAD_EQUIPMENT */ 0, /* EQUIPMENT_MANIFESTS */ 0, /* SORT_AMMUNITION */ 0, /* BUILD_MORALE */ 5000 /* HEALTH_MANAGEMENT */ }; struct dwarf_info_t { df::unit* dwarf; dwarf_state state; bool clear_all; bool has_axe; bool has_pick; bool has_crossbow; dwarf_info_t(df::unit* dw) : dwarf(dw), clear_all(0), has_axe(0), has_pick(0), has_crossbow(0), state(OTHER) {} void set_labor(df::unit_labor labor) { dwarf->status.labors[labor] = true; if ((labor == df::unit_labor::MINE && !has_pick) || (labor == df::unit_labor::CUTWOOD && !has_axe) || (labor == df::unit_labor::HUNT && !has_crossbow)) dwarf->military.pickup_flags.bits.update = 1; } }; static df::unit_labor hauling_labor_map[] = { df::unit_labor::HAUL_ITEM, /* BAR */ df::unit_labor::HAUL_ITEM, /* SMALLGEM */ df::unit_labor::HAUL_ITEM, /* BLOCKS */ df::unit_labor::HAUL_ITEM, /* ROUGH */ df::unit_labor::HAUL_STONE, /* BOULDER */ df::unit_labor::HAUL_WOOD, /* WOOD */ df::unit_labor::HAUL_FURNITURE, /* DOOR */ df::unit_labor::HAUL_FURNITURE, /* FLOODGATE */ df::unit_labor::HAUL_FURNITURE, /* BED */ df::unit_labor::HAUL_FURNITURE, /* CHAIR */ df::unit_labor::HAUL_ITEM, /* CHAIN */ df::unit_labor::HAUL_ITEM, /* FLASK */ df::unit_labor::HAUL_ITEM, /* GOBLET */ df::unit_labor::HAUL_ITEM, /* INSTRUMENT */ df::unit_labor::HAUL_ITEM, /* TOY */ df::unit_labor::HAUL_FURNITURE, /* WINDOW */ df::unit_labor::HAUL_ANIMAL, /* CAGE */ df::unit_labor::HAUL_ITEM, /* BARREL */ df::unit_labor::HAUL_ITEM, /* BUCKET */ df::unit_labor::HAUL_ANIMAL, /* ANIMALTRAP */ df::unit_labor::HAUL_FURNITURE, /* TABLE */ df::unit_labor::HAUL_FURNITURE, /* COFFIN */ df::unit_labor::HAUL_FURNITURE, /* STATUE */ df::unit_labor::HAUL_BODY, /* CORPSE */ df::unit_labor::HAUL_ITEM, /* WEAPON */ df::unit_labor::HAUL_ITEM, /* ARMOR */ df::unit_labor::HAUL_ITEM, /* SHOES */ df::unit_labor::HAUL_ITEM, /* SHIELD */ df::unit_labor::HAUL_ITEM, /* HELM */ df::unit_labor::HAUL_ITEM, /* GLOVES */ df::unit_labor::HAUL_FURNITURE, /* BOX */ df::unit_labor::HAUL_ITEM, /* BIN */ df::unit_labor::HAUL_FURNITURE, /* ARMORSTAND */ df::unit_labor::HAUL_FURNITURE, /* WEAPONRACK */ df::unit_labor::HAUL_FURNITURE, /* CABINET */ df::unit_labor::HAUL_ITEM, /* FIGURINE */ df::unit_labor::HAUL_ITEM, /* AMULET */ df::unit_labor::HAUL_ITEM, /* SCEPTER */ df::unit_labor::HAUL_ITEM, /* AMMO */ df::unit_labor::HAUL_ITEM, /* CROWN */ df::unit_labor::HAUL_ITEM, /* RING */ df::unit_labor::HAUL_ITEM, /* EARRING */ df::unit_labor::HAUL_ITEM, /* BRACELET */ df::unit_labor::HAUL_ITEM, /* GEM */ df::unit_labor::HAUL_FURNITURE, /* ANVIL */ df::unit_labor::HAUL_BODY, /* CORPSEPIECE */ df::unit_labor::HAUL_REFUSE, /* REMAINS */ df::unit_labor::HAUL_FOOD, /* MEAT */ df::unit_labor::HAUL_FOOD, /* FISH */ df::unit_labor::HAUL_FOOD, /* FISH_RAW */ df::unit_labor::HAUL_REFUSE, /* VERMIN */ df::unit_labor::HAUL_ITEM, /* PET */ df::unit_labor::HAUL_FOOD, /* SEEDS */ df::unit_labor::HAUL_FOOD, /* PLANT */ df::unit_labor::HAUL_ITEM, /* SKIN_TANNED */ df::unit_labor::HAUL_FOOD, /* LEAVES */ df::unit_labor::HAUL_ITEM, /* THREAD */ df::unit_labor::HAUL_ITEM, /* CLOTH */ df::unit_labor::HAUL_ITEM, /* TOTEM */ df::unit_labor::HAUL_ITEM, /* PANTS */ df::unit_labor::HAUL_ITEM, /* BACKPACK */ df::unit_labor::HAUL_ITEM, /* QUIVER */ df::unit_labor::HAUL_FURNITURE, /* CATAPULTPARTS */ df::unit_labor::HAUL_FURNITURE, /* BALLISTAPARTS */ df::unit_labor::HAUL_FURNITURE, /* SIEGEAMMO */ df::unit_labor::HAUL_FURNITURE, /* BALLISTAARROWHEAD */ df::unit_labor::HAUL_FURNITURE, /* TRAPPARTS */ df::unit_labor::HAUL_FURNITURE, /* TRAPCOMP */ df::unit_labor::HAUL_FOOD, /* DRINK */ df::unit_labor::HAUL_FOOD, /* POWDER_MISC */ df::unit_labor::HAUL_FOOD, /* CHEESE */ df::unit_labor::HAUL_FOOD, /* FOOD */ df::unit_labor::HAUL_FOOD, /* LIQUID_MISC */ df::unit_labor::HAUL_ITEM, /* COIN */ df::unit_labor::HAUL_FOOD, /* GLOB */ df::unit_labor::HAUL_STONE, /* ROCK */ df::unit_labor::HAUL_FURNITURE, /* PIPE_SECTION */ df::unit_labor::HAUL_FURNITURE, /* HATCH_COVER */ df::unit_labor::HAUL_FURNITURE, /* GRATE */ df::unit_labor::HAUL_FURNITURE, /* QUERN */ df::unit_labor::HAUL_FURNITURE, /* MILLSTONE */ df::unit_labor::HAUL_ITEM, /* SPLINT */ df::unit_labor::HAUL_ITEM, /* CRUTCH */ df::unit_labor::HAUL_FURNITURE, /* TRACTION_BENCH */ df::unit_labor::HAUL_ITEM, /* ORTHOPEDIC_CAST */ df::unit_labor::HAUL_ITEM, /* TOOL */ df::unit_labor::HAUL_FURNITURE, /* SLAB */ df::unit_labor::HAUL_FOOD, /* EGG */ df::unit_labor::HAUL_ITEM, /* BOOK */ }; static bool isOptionEnabled(unsigned flag) { return config.isValid() && (config.ival(0) & flag) != 0; } static void setOptionEnabled(ConfigFlags flag, bool on) { if (!config.isValid()) return; if (on) config.ival(0) |= flag; else config.ival(0) &= ~flag; } static void cleanup_state() { labor_infos.clear(); } static void reset_labor(df::unit_labor labor) { labor_infos[labor].set_minimum_dwarfs(default_labor_infos[labor].minimum_dwarfs); labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs); labor_infos[labor].set_mode(default_labor_infos[labor].mode); } static void init_state() { config = World::GetPersistentData("autolabor/config"); if (config.isValid() && config.ival(0) == -1) config.ival(0) = 0; enable_autolabor = isOptionEnabled(CF_ENABLED); if (!enable_autolabor) return; auto cfg_haulpct = World::GetPersistentData("autolabor/haulpct"); if (cfg_haulpct.isValid()) { hauler_pct = cfg_haulpct.ival(0); } else { hauler_pct = 33; } // Load labors from save labor_infos.resize(ARRAY_COUNT(default_labor_infos)); std::vector items; World::GetPersistentData(&items, "autolabor/labors/", true); for (auto p = items.begin(); p != items.end(); p++) { string key = p->key(); df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autolabor/labors/")).c_str()); if (labor >= 0 && labor <= labor_infos.size()) { labor_infos[labor].config = *p; labor_infos[labor].is_exclusive = default_labor_infos[labor].is_exclusive; labor_infos[labor].active_dwarfs = 0; } } // Add default labors for those not in save for (int i = 0; i < ARRAY_COUNT(default_labor_infos); i++) { if (labor_infos[i].config.isValid()) continue; std::stringstream name; name << "autolabor/labors/" << i; labor_infos[i].config = World::AddPersistentData(name.str()); labor_infos[i].is_exclusive = default_labor_infos[i].is_exclusive; labor_infos[i].active_dwarfs = 0; reset_labor((df::unit_labor) i); } generate_labor_to_skill_map(); } static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1]; static void generate_labor_to_skill_map() { // Generate labor -> skill mapping for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++) labor_to_skill[i] = job_skill::NONE; FOR_ENUM_ITEMS(job_skill, skill) { int labor = ENUM_ATTR(job_skill, labor, skill); if (labor != unit_labor::NONE) { /* assert(labor >= 0); assert(labor < ARRAY_COUNT(labor_to_skill)); */ labor_to_skill[labor] = skill; } } } static void enable_plugin(color_ostream &out) { if (!config.isValid()) { config = World::AddPersistentData("autolabor/config"); config.ival(0) = 0; } setOptionEnabled(CF_ENABLED, true); enable_autolabor = true; out << "Enabling the plugin." << endl; cleanup_state(); init_state(); } DFhackCExport command_result plugin_init ( color_ostream &out, std::vector &commands) { // initialize labor infos table from default table if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1) return CR_FAILURE; // Fill the command list with your commands. commands.push_back(PluginCommand( "autolabor", "Automatically manage dwarf labors.", autolabor, false, /* true means that the command can't be used from non-interactive user interface */ // Extended help string. Used by CR_WRONG_USAGE and the help command: " autolabor enable\n" " autolabor disable\n" " Enables or disables the plugin.\n" " autolabor []\n" " Set number of dwarves assigned to a labor.\n" " autolabor haulers\n" " Set a labor to be handled by hauler dwarves.\n" " autolabor disable\n" " Turn off autolabor for a specific labor.\n" " autolabor reset\n" " Return a labor to the default handling.\n" " autolabor reset-all\n" " Return all labors to the default handling.\n" " autolabor list\n" " List current status of all labors.\n" " autolabor status\n" " Show basic status information.\n" "Function:\n" " When enabled, autolabor periodically checks your dwarves and enables or\n" " disables labors. It tries to keep as many dwarves as possible busy but\n" " also tries to have dwarves specialize in specific skills.\n" " Warning: autolabor will override any manual changes you make to labors\n" " while it is enabled.\n" "Examples:\n" " autolabor MINE 2\n" " Keep at least 2 dwarves with mining enabled.\n" " autolabor CUT_GEM 1 1\n" " Keep exactly 1 dwarf with gemcutting enabled.\n" " autolabor FEED_WATER_CIVILIANS haulers\n" " Have haulers feed and water wounded dwarves.\n" " autolabor CUTWOOD disable\n" " Turn off autolabor for wood cutting.\n" )); init_state(); return CR_OK; } DFhackCExport command_result plugin_shutdown ( color_ostream &out ) { cleanup_state(); return CR_OK; } static df::building* get_building_from_job(df::job* j) { for (auto r = j->general_refs.begin(); r != j->general_refs.end(); r++) { if ((*r)->getType() == df::general_ref_type::BUILDING_HOLDER) { int32_t id = ((df::general_ref_building_holderst*)(*r))->building_id; df::building* bld = binsearch_in_vector(world->buildings.all, id); return bld; } } return 0; } static df::unit_labor workshop_build_labor[] = { /* Carpenters */ df::unit_labor::CARPENTER, /* Farmers */ df::unit_labor::HERBALIST, /* Masons */ df::unit_labor::MASON, /* Craftsdwarfs */ df::unit_labor::STONE_CRAFT, /* Jewelers */ df::unit_labor::CUT_GEM, /* MetalsmithsForge */ df::unit_labor::METAL_CRAFT, /* MagmaForge */ df::unit_labor::METAL_CRAFT, /* Bowyers */ df::unit_labor::BOWYER, /* Mechanics */ df::unit_labor::MECHANIC, /* Siege */ df::unit_labor::SIEGECRAFT, /* Butchers */ df::unit_labor::BUTCHER, /* Leatherworks */ df::unit_labor::LEATHER, /* Tanners */ df::unit_labor::TANNER, /* Clothiers */ df::unit_labor::CLOTHESMAKER, /* Fishery */ df::unit_labor::FISH, /* Still */ df::unit_labor::BREWER, /* Loom */ df::unit_labor::WEAVER, /* Quern */ df::unit_labor::MILLER, /* Kennels */ df::unit_labor::ANIMALTRAIN, /* Kitchen */ df::unit_labor::COOK, /* Ashery */ df::unit_labor::LYE_MAKING, /* Dyers */ df::unit_labor::DYER, /* Millstone */ df::unit_labor::MILLER, /* Custom */ df::unit_labor::NONE, /* Tool */ df::unit_labor::NONE }; class jlfunc { public: virtual df::unit_labor get_labor(df::job* j) = 0; }; class jlfunc_const : public jlfunc { private: df::unit_labor labor; public: df::unit_labor get_labor(df::job* j) { return labor; } jlfunc_const(df::unit_labor l) : labor(l) {}; }; class jlfunc_hauling : public jlfunc { public: df::unit_labor get_labor(df::job* j) { df::item* item = j->items[0]->item; return hauling_labor_map[item->getType()]; } jlfunc_hauling() {}; }; class jlfunc_construct_bld : public jlfunc { public: df::unit_labor get_labor(df::job* j) { df::building* bld = get_building_from_job (j); switch (bld->getType()) { case df::building_type::Workshop: df::building_workshopst* ws = (df::building_workshopst*) bld; if (ws->type == df::workshop_type::Custom) { df::building_def* def = df::building_def::find(ws->custom_type); return def->build_labors[0]; } else return workshop_build_labor[ws->type]; break; } // FIXME return df::unit_labor::NONE; } jlfunc_construct_bld() {} }; class jlfunc_destroy_bld : public jlfunc { public: df::unit_labor get_labor(df::job* j) { df::building* bld = get_building_from_job (j); df::building_type type = bld->getType(); // FIXME return df::unit_labor::NONE; } jlfunc_destroy_bld() {} }; class jlfunc_make : public jlfunc { private: df::unit_labor metaltype; public: df::unit_labor get_labor(df::job* j) { df::building* bld = get_building_from_job(j); if (bld->getType() == df::building_type::Workshop) { df::workshop_type type = ((df::building_workshopst*)(bld))->type; switch (type) { case df::workshop_type::Craftsdwarfs: { df::item_type jobitem = j->job_items[0]->item_type; switch (jobitem) { case df::item_type::BOULDER: return df::unit_labor::STONE_CRAFT; case df::item_type::NONE: if (j->material_category.bits.bone) return df::unit_labor::BONE_CARVE; else return df::unit_labor::NONE; //FIXME default: return df::unit_labor::NONE; //FIXME } } case df::workshop_type::Masons: return df::unit_labor::MASON; case df::workshop_type::Carpenters: return df::unit_labor::CARPENTER; case df::workshop_type::Leatherworks: return df::unit_labor::LEATHER; case df::workshop_type::Clothiers: return df::unit_labor::CLOTHESMAKER; case df::workshop_type::MagmaForge: case df::workshop_type::MetalsmithsForge: return metaltype; default: return df::unit_labor::NONE; // FIXME } } else if (bld->getType() == df::building_type::Furnace) { df::furnace_type type = ((df::building_furnacest*)(bld))->type; switch (type) { case df::furnace_type::MagmaGlassFurnace: case df::furnace_type::GlassFurnace: return df::unit_labor::GLASSMAKER; default: return df::unit_labor::NONE; // FIXME } } return df::unit_labor::NONE; // FIXME } jlfunc_make (df::unit_labor mt) : metaltype(mt) {} }; class jlfunc_custom : public jlfunc { public: df::unit_labor get_labor(df::job* j) { for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++) { if ((*r)->code == j->reaction_name) { df::job_skill skill = (*r)->skill; df::unit_labor labor = ENUM_ATTR(job_skill, labor, skill); return labor; } } return df::unit_labor::NONE; } jlfunc_custom() {} }; static map jlf_cache; jlfunc* jlf_const(df::unit_labor l) { jlfunc* jlf; if (jlf_cache.count(l) == 0) { jlf = jlf_const(l); jlf_cache[l] = jlf; } else jlf = jlf_cache[l]; return jlf; } static jlfunc* jlf_no_labor = jlf_const(df::unit_labor::NONE); static jlfunc* jlf_hauling = new jlfunc_hauling(); static jlfunc* jlf_make_furniture = new jlfunc_make(df::unit_labor::FORGE_FURNITURE); static jlfunc* jlf_make_object = new jlfunc_make(df::unit_labor::METAL_CRAFT); static jlfunc* jlf_make_armor = new jlfunc_make(df::unit_labor::FORGE_ARMOR); static jlfunc* jlf_make_weapon = new jlfunc_make(df::unit_labor::FORGE_WEAPON); static jlfunc* job_to_labor_table[] = { jlf_const(df::unit_labor::DETAIL) /* CarveFortification */, jlf_const(df::unit_labor::DETAIL) /* DetailWall */, jlf_const(df::unit_labor::DETAIL) /* DetailFloor */, jlf_const(df::unit_labor::MINE) /* Dig */, jlf_const(df::unit_labor::MINE) /* CarveUpwardStaircase */, jlf_const(df::unit_labor::MINE) /* CarveDownwardStaircase */, jlf_const(df::unit_labor::MINE) /* CarveUpDownStaircase */, jlf_const(df::unit_labor::MINE) /* CarveRamp */, jlf_const(df::unit_labor::MINE) /* DigChannel */, jlf_const(df::unit_labor::CUTWOOD) /* FellTree */, jlf_const(df::unit_labor::HERBALIST) /* GatherPlants */, jlf_no_labor /* RemoveConstruction */, jlf_const(df::unit_labor::WEAVER) /* CollectWebs */, jlf_no_labor /* BringItemToDepot */, jlf_no_labor /* BringItemToShop */, jlf_no_labor /* Eat */, jlf_no_labor /* GetProvisions */, jlf_no_labor /* Drink */, jlf_no_labor /* Drink2 */, jlf_no_labor /* FillWaterskin */, jlf_no_labor /* FillWaterskin2 */, jlf_no_labor /* Sleep */, jlf_const(df::unit_labor::GLASSMAKER) /* CollectSand */, jlf_const(df::unit_labor::FISH) /* Fish */, jlf_const(df::unit_labor::HUNT) /* Hunt */, jlf_no_labor /* HuntVermin */, jlf_no_labor /* Kidnap */, jlf_no_labor /* BeatCriminal */, jlf_no_labor /* StartingFistFight */, jlf_no_labor /* CollectTaxes */, jlf_no_labor /* GuardTaxCollector */, jlf_const(df::unit_labor::HUNT) /* CatchLiveLandAnimal */, jlf_const(df::unit_labor::FISH) /* CatchLiveFish */, jlf_no_labor /* ReturnKill */, jlf_no_labor /* CheckChest */, jlf_no_labor /* StoreOwnedItem */, jlf_const(df::unit_labor::HAUL_BODY) /* PlaceItemInTomb */, jlf_hauling /* StoreItemInStockpile */, jlf_hauling /* StoreItemInBag */, jlf_hauling /* StoreItemInHospital */, jlf_hauling /* StoreItemInChest */, jlf_hauling /* StoreItemInCabinet */, jlf_hauling /* StoreWeapon */, jlf_hauling /* StoreArmor */, jlf_hauling /* StoreItemInBarrel */, jlf_hauling /* StoreItemInBin */, jlf_no_labor /* SeekArtifact */, jlf_no_labor /* SeekInfant */, jlf_no_labor /* AttendParty */, jlf_no_labor /* GoShopping */, jlf_no_labor /* GoShopping2 */, jlf_const(df::unit_labor::CLEAN) /* Clean */, jlf_no_labor /* Rest */, jlf_no_labor /* PickupEquipment */, jlf_hauling /* DumpItem */, jlf_no_labor /* StrangeMoodCrafter */, jlf_no_labor /* StrangeMoodJeweller */, jlf_no_labor /* StrangeMoodForge */, jlf_no_labor /* StrangeMoodMagmaForge */, jlf_no_labor /* StrangeMoodBrooding */, jlf_no_labor /* StrangeMoodFell */, jlf_no_labor /* StrangeMoodCarpenter */, jlf_no_labor /* StrangeMoodMason */, jlf_no_labor /* StrangeMoodBowyer */, jlf_no_labor /* StrangeMoodTanner */, jlf_no_labor /* StrangeMoodWeaver */, jlf_no_labor /* StrangeMoodGlassmaker */, jlf_no_labor /* StrangeMoodMechanics */, new jlfunc_construct_bld() /* ConstructBuilding */, jlf_make_furniture /* ConstructDoor */, jlf_make_furniture /* ConstructFloodgate */, jlf_make_furniture /* ConstructBed */, jlf_make_furniture /* ConstructThrone */, jlf_make_furniture /* ConstructCoffin */, jlf_make_furniture /* ConstructTable */, jlf_make_furniture /* ConstructChest */, jlf_make_furniture /* ConstructBin */, jlf_make_furniture /* ConstructArmorStand */, jlf_make_furniture /* ConstructWeaponRack */, jlf_make_furniture /* ConstructCabinet */, jlf_make_furniture /* ConstructStatue */, jlf_make_furniture /* ConstructBlocks */, jlf_const(df::unit_labor::GLASSMAKER) /* MakeRawGlass */, jlf_make_object /* MakeCrafts */, jlf_const(df::unit_labor::METAL_CRAFT) /* MintCoins */, jlf_const(df::unit_labor::CUT_GEM) /* CutGems */, jlf_const(df::unit_labor::CUT_GEM) /* CutGlass */, jlf_const(df::unit_labor::ENCRUST_GEM) /* EncrustWithGems */, jlf_const(df::unit_labor::ENCRUST_GEM) /* EncrustWithGlass */, new jlfunc_destroy_bld() /* DestroyBuilding */, jlf_const(df::unit_labor::SMELT) /* SmeltOre */, jlf_const(df::unit_labor::SMELT) /* MeltMetalObject */, jlf_const(df::unit_labor::EXTRACT_STRAND) /* ExtractMetalStrands */, jlf_const(df::unit_labor::PLANT) /* PlantSeeds */, jlf_const(df::unit_labor::PLANT) /* HarvestPlants */, jlf_const(df::unit_labor::ANIMALTRAIN) /* TrainHuntingAnimal */, jlf_const(df::unit_labor::ANIMALTRAIN) /* TrainWarAnimal */, jlf_make_weapon /* MakeWeapon */, jlf_make_furniture /* ForgeAnvil */, jlf_const(df::unit_labor::SIEGECRAFT) /* ConstructCatapultParts */, jlf_const(df::unit_labor::SIEGECRAFT) /* ConstructBallistaParts */, jlf_make_armor /* MakeArmor */, jlf_make_armor /* MakeHelm */, jlf_make_armor /* MakePants */, jlf_make_object /* StudWith */, jlf_const(df::unit_labor::BUTCHER) /* ButcherAnimal */, jlf_const(df::unit_labor::CLEAN_FISH) /* PrepareRawFish */, jlf_const(df::unit_labor::MILLER) /* MillPlants */, jlf_const(df::unit_labor::TRAPPER) /* BaitTrap */, jlf_const(df::unit_labor::MILK) /* MilkCreature */, jlf_const(df::unit_labor::MAKE_CHEESE) /* MakeCheese */, jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlants */, jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlantsBag */, jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlantsVial */, jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlantsBarrel */, jlf_const(df::unit_labor::COOK) /* PrepareMeal */, jlf_const(df::unit_labor::WEAVER) /* WeaveCloth */, jlf_make_armor /* MakeGloves */, jlf_make_armor /* MakeShoes */, jlf_make_armor /* MakeShield */, jlf_make_furniture /* MakeCage */, jlf_make_object /* MakeChain */, jlf_make_object /* MakeFlask */, jlf_make_object /* MakeGoblet */, jlf_make_object/* MakeInstrument */, jlf_make_object/* MakeToy */, jlf_const(df::unit_labor::TRAPPER) /* MakeAnimalTrap */, jlf_make_furniture /* MakeBarrel */, jlf_make_furniture /* MakeBucket */, jlf_make_furniture /* MakeWindow */, jlf_const(df::unit_labor::BONE_CARVE) /* MakeTotem */, jlf_make_weapon /* MakeAmmo */, jlf_make_object /* DecorateWith */, jlf_make_object /* MakeBackpack */, jlf_make_armor /* MakeQuiver */, jlf_make_weapon /* MakeBallistaArrowHead */, jlf_const(df::unit_labor::SIEGECRAFT) /* AssembleSiegeAmmo */, jlf_const(df::unit_labor::SIEGEOPERATE) /* LoadCatapult */, jlf_const(df::unit_labor::SIEGEOPERATE) /* LoadBallista */, jlf_const(df::unit_labor::SIEGEOPERATE) /* FireCatapult */, jlf_const(df::unit_labor::SIEGEOPERATE) /* FireBallista */, jlf_const(df::unit_labor::MECHANIC) /* ConstructMechanisms */, jlf_const(df::unit_labor::MECHANIC) /* MakeTrapComponent */, jlf_const(df::unit_labor::MECHANIC) /* LoadCageTrap */, jlf_const(df::unit_labor::MECHANIC) /* LoadStoneTrap */, jlf_const(df::unit_labor::MECHANIC) /* LoadWeaponTrap */, jlf_const(df::unit_labor::MECHANIC) /* CleanTrap */, jlf_no_labor /* CastSpell */, jlf_const(df::unit_labor::MECHANIC) /* LinkBuildingToTrigger */, jlf_no_labor /* PullLever */, jlf_const(df::unit_labor::BREWER) /* BrewDrink */, jlf_const(df::unit_labor::HERBALIST) /* ExtractFromPlants */, jlf_const(df::unit_labor::DISSECT_FISH) /* ExtractFromRawFish */, jlf_const(df::unit_labor::DISSECT_VERMIN) /* ExtractFromLandAnimal */, jlf_const(df::unit_labor::ANIMALTRAIN) /* TameVermin */, jlf_const(df::unit_labor::ANIMALTRAIN) /* TameAnimal */, jlf_no_labor /* ChainAnimal */, jlf_no_labor /* UnchainAnimal */, jlf_no_labor /* UnchainPet */, jlf_no_labor /* ReleaseLargeCreature */, jlf_no_labor /* ReleasePet */, jlf_no_labor /* ReleaseSmallCreature */, jlf_no_labor /* HandleSmallCreature */, jlf_no_labor /* HandleLargeCreature */, jlf_no_labor /* CageLargeCreature */, jlf_no_labor /* CageSmallCreature */, jlf_const(df::unit_labor::RECOVER_WOUNDED) /* RecoverWounded */, jlf_const(df::unit_labor::DIAGNOSE) /* DiagnosePatient */, jlf_const(df::unit_labor::BONE_SETTING) /* ImmobilizeBreak */, jlf_const(df::unit_labor::DRESSING_WOUNDS) /* DressWound */, jlf_const(df::unit_labor::CLEAN) /* CleanPatient */, jlf_const(df::unit_labor::SURGERY) /* Surgery */, jlf_const(df::unit_labor::SUTURING) /* Suture */, jlf_const(df::unit_labor::BONE_SETTING) /* SetBone */, jlf_const(df::unit_labor::BONE_SETTING) /* PlaceInTraction */, jlf_no_labor /* DrainAquarium */, jlf_no_labor /* FillAquarium */, jlf_no_labor /* FillPond */, jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) /* GiveWater */, jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) /* GiveFood */, jlf_no_labor /* GiveWater2 */, jlf_no_labor /* GiveFood2 */, jlf_no_labor /* RecoverPet */, jlf_no_labor /* PitLargeAnimal */, jlf_no_labor /* PitSmallAnimal */, jlf_const(df::unit_labor::BUTCHER) /* SlaughterAnimal */, jlf_const(df::unit_labor::BURN_WOOD) /* MakeCharcoal */, jlf_const(df::unit_labor::BURN_WOOD) /* MakeAsh */, jlf_const(df::unit_labor::LYE_MAKING) /* MakeLye */, jlf_const(df::unit_labor::POTASH_MAKING) /* MakePotashFromLye */, jlf_const(df::unit_labor::PLANT) /* FertilizeField */, jlf_const(df::unit_labor::POTASH_MAKING) /* MakePotashFromAsh */, jlf_const(df::unit_labor::DYER) /* DyeThread */, jlf_const(df::unit_labor::DYER) /* DyeCloth */, jlf_make_object /* SewImage */, jlf_make_furniture /* MakePipeSection */, jlf_const(df::unit_labor::OPERATE_PUMP) /* OperatePump */, jlf_no_labor /* ManageWorkOrders */, jlf_no_labor /* UpdateStockpileRecords */, jlf_no_labor /* TradeAtDepot */, jlf_make_furniture /* ConstructHatchCover */, jlf_make_furniture /* ConstructGrate */, jlf_const(df::unit_labor::MINE) /* RemoveStairs */, jlf_make_furniture /* ConstructQuern */, jlf_make_furniture /* ConstructMillstone */, jlf_make_object /* ConstructSplint */, jlf_make_object /* ConstructCrutch */, jlf_const(df::unit_labor::MECHANIC) /* ConstructTractionBench */, jlf_no_labor /* CleanSelf */, jlf_no_labor /* BringCrutch */, jlf_const(df::unit_labor::BONE_SETTING) /* ApplyCast */, new jlfunc_custom() /* CustomReaction */, jlf_make_furniture /* ConstructSlab */, jlf_const(df::unit_labor::STONE_CRAFT) /* EngraveSlab */, jlf_const(df::unit_labor::SHEARER) /* ShearCreature */, jlf_const(df::unit_labor::SPINNER) /* SpinThread */, jlf_no_labor /* PenLargeAnimal */, jlf_no_labor /* PenSmallAnimal */, jlf_make_furniture /* MakeTool */, jlf_const(df::unit_labor::POTTERY) /* CollectClay */, jlf_const(df::unit_labor::BEEKEEPING) /* InstallColonyInHive */, jlf_const(df::unit_labor::BEEKEEPING) /* CollectHiveProducts */, jlf_no_labor /* CauseTrouble */, jlf_no_labor /* DrinkBlood */, jlf_no_labor /* ReportCrime */, jlf_no_labor /* ExecuteCriminal */, jlf_const(df::unit_labor::ANIMALTRAIN) /* TrainAnimal */, jlf_const(df::unit_labor::DETAIL) /* CarveTrack */, jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE) /* PushTrackVehicle */, jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE) /* PlaceTrackVehicle */, jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE) /* StoreItemInVehicle */ }; static df::unit_labor find_job_labor(df::job* j) { if (j->job_type == df::job_type::CustomReaction) { for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++) { if ((*r)->code == j->reaction_name) { df::job_skill skill = (*r)->skill; return ENUM_ATTR(job_skill, labor, skill); } } return df::unit_labor::NONE; } df::job_skill skill; df::unit_labor labor; skill = ENUM_ATTR(job_type, skill, j->job_type); if (skill != df::job_skill::NONE) labor = ENUM_ATTR(job_skill, labor, skill); else labor = ENUM_ATTR(job_type, labor, j->job_type); if (labor == df::unit_labor::NONE) labor = job_to_labor_table[j->job_type]->get_labor(j); return labor; } class AutoLaborManager { color_ostream& out; public: AutoLaborManager(color_ostream& o) : out(o) { } ~AutoLaborManager() { for (std::vector::iterator i = dwarf_info.begin(); i != dwarf_info.end(); i++) delete (*i); } dwarf_info_t* add_dwarf(df::unit* u) { dwarf_info_t* dwarf = new dwarf_info_t(u); dwarf_info.push_back(dwarf); return dwarf; } private: bool has_butchers; bool has_fishery; bool trader_requested; int dig_count; int tree_count; int plant_count; int detail_count; int pick_count; int axe_count; std::map labor_needed; std::vector dwarf_info; std::deque idle_dwarfs; private: void scan_buildings() { for (auto b = world->buildings.all.begin(); b != world->buildings.all.end(); b++) { df::building *build = *b; auto type = build->getType(); if (building_type::Workshop == type) { df::workshop_type subType = (df::workshop_type)build->getSubtype(); if (workshop_type::Butchers == subType) has_butchers = true; if (workshop_type::Fishery == subType) has_fishery = true; } else if (building_type::TradeDepot == type) { df::building_tradedepotst* depot = (df::building_tradedepotst*) build; trader_requested = depot->trade_flags.bits.trader_requested; if (print_debug) { if (trader_requested) out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n"); else out.print("Trade depot found but trader is not requested.\n"); } } } } void count_map_designations() { dig_count = 0; tree_count = 0; plant_count = 0; detail_count = 0; for (int i = 0; i < world->map.map_blocks.size(); ++i) { df::map_block* bl = world->map.map_blocks[i]; if (!bl->flags.bits.designated) continue; if (print_debug) out.print ("block with designations found: %d, %d, %d\n", bl->map_pos.x, bl->map_pos.y, bl->map_pos.z); for (int x = 0; x < 16; x++) for (int y = 0; y < 16; y++) { df::tile_dig_designation dig = bl->designation[x][y].bits.dig; if (dig != df::enums::tile_dig_designation::No) { df::tiletype tt = bl->tiletype[x][y]; df::tiletype_shape tts = ENUM_ATTR(tiletype, shape, tt); switch (tts) { case df::enums::tiletype_shape::TREE: tree_count++; break; case df::enums::tiletype_shape::SHRUB: plant_count++; break; default: dig_count++; break; } } if (bl->designation[x][y].bits.smooth != 0) detail_count++; } } if (print_debug) out.print("Dig count = %d, Cut tree count = %d, gather plant count = %d, detail count = %d\n", dig_count, tree_count, plant_count, detail_count); } void count_tools() { pick_count = 0; axe_count = 0; df::item_flags bad_flags; bad_flags.whole = 0; #define F(x) bad_flags.bits.x = true; F(dump); F(forbid); F(garbage_collect); F(hostile); F(on_fire); F(rotten); F(trader); F(in_building); F(construction); F(artifact); #undef F for (int i = 0; i < world->items.all.size(); ++i) { df::item* item = world->items.all[i]; if (item->flags.whole & bad_flags.whole) continue; if (!item->isWeapon()) continue; df::itemdef_weaponst* weapondef = ((df::item_weaponst*)item)->subtype; df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee; if (weaponsk == df::job_skill::AXE) axe_count++; else if (weaponsk == df::job_skill::MINING) pick_count++; } if (print_debug) out.print("Axes = %d, picks = %d\n", axe_count, pick_count); } void collect_job_list() { for (df::job_list_link* jll = world->job_list.next; jll; jll = jll->next) { df::job* j = jll->item; if (!j) continue; if (j->flags.bits.suspend) continue; int worker = -1; for (int r = 0; r < j->general_refs.size(); ++r) if (j->general_refs[r]->getType() == df::general_ref_type::UNIT_WORKER) worker = ((df::general_ref_unit_workerst *)(j->general_refs[r]))->unit_id; if (worker != -1) continue; df::unit_labor labor = find_job_labor (j); if (print_debug) out.print ("Job requiring labor %d found\n", labor); if (labor != df::unit_labor::NONE) labor_needed[labor]++; } } void collect_dwarf_list() { for (auto u = world->units.active.begin(); u != world->units.active.end(); ++u) { df::unit* cre = *u; if (Units::isCitizen(cre)) { if (cre->burrows.size() > 0) continue; // dwarfs assigned to burrows are skipped entirely dwarf_info_t* dwarf = add_dwarf(cre); df::historical_figure* hf = df::historical_figure::find(dwarf->dwarf->hist_figure_id); for (int i = 0; i < hf->entity_links.size(); i++) { df::histfig_entity_link* hfelink = hf->entity_links.at(i); if (hfelink->getType() == df::histfig_entity_link_type::POSITION) { df::histfig_entity_link_positionst *epos = (df::histfig_entity_link_positionst*) hfelink; df::historical_entity* entity = df::historical_entity::find(epos->entity_id); if (!entity) continue; df::entity_position_assignment* assignment = binsearch_in_vector(entity->positions.assignments, epos->assignment_id); if (!assignment) continue; df::entity_position* position = binsearch_in_vector(entity->positions.own, assignment->position_id); if (!position) continue; if (position->responsibilities[df::entity_position_responsibility::TRADE]) if (trader_requested) dwarf->clear_all = true; } } // identify dwarfs who are needed for meetings and mark them for exclusion for (int i = 0; i < ui->activities.size(); ++i) { df::activity_info *act = ui->activities[i]; if (!act) continue; bool p1 = act->person1 == dwarf->dwarf; bool p2 = act->person2 == dwarf->dwarf; if (p1 || p2) { dwarf->clear_all = true; if (print_debug) out.print("Dwarf \"%s\" has a meeting, will be cleared of all labors\n", dwarf->dwarf->name.first_name.c_str()); break; } } // Find the activity state for each dwarf-> bool is_on_break = false; dwarf_state state = OTHER; for (auto p = dwarf->dwarf->status.misc_traits.begin(); p < dwarf->dwarf->status.misc_traits.end(); p++) { if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak) is_on_break = true; } if (dwarf->dwarf->profession == profession::BABY || dwarf->dwarf->profession == profession::CHILD || dwarf->dwarf->profession == profession::DRUNK) { state = CHILD; } else if (ENUM_ATTR(profession, military, dwarf->dwarf->profession)) state = MILITARY; else if (dwarf->dwarf->job.current_job == NULL) { if (is_on_break) state = OTHER; else if (dwarf->dwarf->specific_refs.size() > 0) state = OTHER; else state = IDLE; } else { int job = dwarf->dwarf->job.current_job->job_type; if (job >= 0 && job < ARRAY_COUNT(dwarf_states)) state = dwarf_states[job]; else { out.print("Dwarf \"%s\" has unknown job %i\n", dwarf->dwarf->name.first_name.c_str(), job); state = OTHER; } } dwarf->state = state; if (print_debug) out.print("Dwarf \"%s\": state %s\n", dwarf->dwarf->name.first_name.c_str(), state_names[dwarf->state]); // check if dwarf has an axe, pick, or crossbow for (int j = 0; j < dwarf->dwarf->inventory.size(); j++) { df::unit_inventory_item* ui = dwarf->dwarf->inventory[j]; if (ui->mode == df::unit_inventory_item::Weapon && ui->item->isWeapon()) { df::itemdef_weaponst* weapondef = ((df::item_weaponst*)(ui->item))->subtype; df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee; df::job_skill rangesk = (df::job_skill) weapondef->skill_ranged; if (weaponsk == df::job_skill::AXE) { dwarf->has_axe = 1; if (state != IDLE) axe_count--; if (print_debug) out.print("Dwarf \"%s\" has an axe\n", dwarf->dwarf->name.first_name.c_str()); } else if (weaponsk == df::job_skill::MINING) { dwarf->has_pick = 1; if (state != IDLE) pick_count--; if (print_debug) out.print("Dwarf \"%s\" has an pick\n", dwarf->dwarf->name.first_name.c_str()); } else if (rangesk == df::job_skill::CROSSBOW) { dwarf->has_crossbow = 1; if (print_debug) out.print("Dwarf \"%s\" has a crossbow\n", dwarf->dwarf->name.first_name.c_str()); } } } // clear labors if currently idle if (state == IDLE || dwarf->clear_all) { FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == unit_labor::NONE) continue; dwarf->dwarf->status.labors[labor] = false; } } if (state == IDLE && !dwarf->clear_all) idle_dwarfs.push_back(dwarf); } } } public: void process() { // scan for specific buildings of interest scan_buildings(); // count number of squares designated for dig, wood cutting, detailing, and plant harvesting count_map_designations(); // count number of picks and axes available for use count_tools(); // create job entries for designation // collect current job list collect_job_list(); // collect list of dwarfs collect_dwarf_list(); // match idle dwarfs to need list - if an idle dwarf is assigned to that labor, then yay, decrement the need count // and remove the idle dwarf from the idle list for (auto i = idle_dwarfs.begin(); i != idle_dwarfs.end(); i++) { FOR_ENUM_ITEMS(unit_labor, l) { if ((*i)->dwarf->status.labors[l]) if (labor_needed[l] > 0) { if (print_debug) out.print("assign \"%s\" labor %d (carried through)\n", (*i)->dwarf->name.first_name.c_str(), l); labor_needed[l]--; idle_dwarfs.erase(i); // remove from idle list break; } else { (*i)->dwarf->status.labors[l] = false; } } } priority_queue> pq; for (auto i = labor_needed.begin(); i != labor_needed.end(); i++) { if (i->second > 0) pq.push(make_pair(i->second, i->first)); } while (!idle_dwarfs.empty() && !pq.empty()) { df::unit_labor labor = pq.top().second; int remaining = pq.top().first; df::job_skill skill = labor_to_skill[labor]; if (print_debug) out.print("labor %d skill %d remaining %d\n", labor, skill, remaining); std::deque::iterator bestdwarf = idle_dwarfs.begin(); if (skill != df::job_skill::NONE) { int best_skill_level = -1; for (std::deque::iterator k = idle_dwarfs.begin(); k != idle_dwarfs.end(); k++) { dwarf_info_t* d = (*k); int skill_level = Units::getEffectiveSkill(d->dwarf, skill); if (skill_level > best_skill_level) { bestdwarf = k; best_skill_level = skill_level; } } } if (print_debug) out.print("assign \"%s\" labor %d\n", (*bestdwarf)->dwarf->name.first_name.c_str(), labor); (*bestdwarf)->set_labor(labor); idle_dwarfs.erase(bestdwarf); pq.pop(); if (--remaining) pq.push(make_pair(remaining, labor)); } print_debug = 0; } }; DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) { switch (event) { case SC_MAP_LOADED: cleanup_state(); init_state(); break; case SC_MAP_UNLOADED: cleanup_state(); break; default: break; } return CR_OK; } DFhackCExport command_result plugin_onupdate ( color_ostream &out ) { static int step_count = 0; // check run conditions if(!world || !world->map.block_index || !enable_autolabor) { // give up if we shouldn't be running' return CR_OK; } if (++step_count < 60) return CR_OK; step_count = 0; AutoLaborManager alm(out); alm.process(); return CR_OK; } void print_labor (df::unit_labor labor, color_ostream &out) { string labor_name = ENUM_KEY_STR(unit_labor, labor); out << labor_name << ": "; for (int i = 0; i < 20 - (int)labor_name.length(); i++) out << ' '; if (labor_infos[labor].mode() == DISABLE) out << "disabled" << endl; else { if (labor_infos[labor].mode() == HAULERS) out << "haulers"; else out << "minimum " << labor_infos[labor].minimum_dwarfs() << ", maximum " << labor_infos[labor].maximum_dwarfs(); out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl; } } command_result autolabor (color_ostream &out, std::vector & parameters) { CoreSuspender suspend; if (!Core::getInstance().isWorldLoaded()) { out.printerr("World is not loaded: please load a game first.\n"); return CR_FAILURE; } if (parameters.size() == 1 && (parameters[0] == "0" || parameters[0] == "enable" || parameters[0] == "1" || parameters[0] == "disable")) { bool enable = (parameters[0] == "1" || parameters[0] == "enable"); if (enable && !enable_autolabor) { enable_plugin(out); } else if(!enable && enable_autolabor) { enable_autolabor = false; setOptionEnabled(CF_ENABLED, false); out << "The plugin is disabled." << endl; } return CR_OK; } else if (parameters.size() == 2 && parameters[0] == "haulpct") { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } int pct = atoi (parameters[1].c_str()); hauler_pct = pct; return CR_OK; } else if (parameters.size() == 2 || parameters.size() == 3) { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } df::unit_labor labor = unit_labor::NONE; FOR_ENUM_ITEMS(unit_labor, test_labor) { if (parameters[0] == ENUM_KEY_STR(unit_labor, test_labor)) labor = test_labor; } if (labor == unit_labor::NONE) { out.printerr("Could not find labor %s.\n", parameters[0].c_str()); return CR_WRONG_USAGE; } if (parameters[1] == "haulers") { labor_infos[labor].set_mode(HAULERS); print_labor(labor, out); return CR_OK; } if (parameters[1] == "disable") { labor_infos[labor].set_mode(DISABLE); print_labor(labor, out); return CR_OK; } if (parameters[1] == "reset") { reset_labor(labor); print_labor(labor, out); return CR_OK; } int minimum = atoi (parameters[1].c_str()); int maximum = 200; if (parameters.size() == 3) maximum = atoi (parameters[2].c_str()); if (maximum < minimum || maximum < 0 || minimum < 0) { out.printerr("Syntax: autolabor []\n", maximum, minimum); return CR_WRONG_USAGE; } labor_infos[labor].set_minimum_dwarfs(minimum); labor_infos[labor].set_maximum_dwarfs(maximum); labor_infos[labor].set_mode(AUTOMATIC); print_labor(labor, out); return CR_OK; } else if (parameters.size() == 1 && parameters[0] == "reset-all") { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } for (int i = 0; i < labor_infos.size(); i++) { reset_labor((df::unit_labor) i); } out << "All labors reset." << endl; return CR_OK; } else if (parameters.size() == 1 && parameters[0] == "list" || parameters[0] == "status") { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } bool need_comma = 0; for (int i = 0; i < NUM_STATE; i++) { if (state_count[i] == 0) continue; if (need_comma) out << ", "; out << state_count[i] << ' ' << state_names[i]; need_comma = 1; } out << endl; if (parameters[0] == "list") { FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == unit_labor::NONE) continue; print_labor(labor, out); } } return CR_OK; } else if (parameters.size() == 1 && parameters[0] == "debug") { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } print_debug = 1; return CR_OK; } else { out.print("Automatically assigns labors to dwarves.\n" "Activate with 'autolabor 1', deactivate with 'autolabor 0'.\n" "Current state: %d.\n", enable_autolabor); return CR_OK; } }